When the player has focused an object that, or, on that an action can be performed, a menu with the action options is shown. (see last entries)

In the character controller, which handles the player input, the event functions in the scene controller for these two actions are registered to event delegates in the character controller.
When the user presses one of those keys, the character controller invokes one of the delegates. It also gives the PlayerAction class as parameter, so that the Actionable Object knows about the action details, as well as the scene controller.
Since an actionable object registers itself to the ReceiveActionsFromFocusedActionableObject event delegate from the scene controller when it receives focus, all the player actions are routed to it. (this has the advantage that more than one AO can actually receive player input).
When no AO has focus, the input is not routed.